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F7C-M Super Hornet MK II Guide, Specs & Features

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F7C-M Super Hornet MK II Guide, Specs & Features
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What to know

The Super Hornet Mk II pairs the modern Hornet spaceframe with a second operator and the signature ball turret, concentrating awareness and firepower in a compact frontline fighter.

combat Fleet Guide Manufacturer: Anvil Aerospace Role: Combat

F7C-M Super Hornet MK II specifications

RoleTwo-seat medium fighter
CareerCombat
Crew1-2
CargoNo cargo grid
Length24 m
Beam24 m
Height5.5 m
Mass73,317 kg
StatusFlight ready

Meet the F7C-M Super Hornet MK II

The F7C-M Super Hornet Mk II adds a second operator and a ball turret to the modern Hornet. The pilot can focus on flying while the rear operator watches systems, tracks nearby threats, and controls the turret.

F7C-M Super Hornet MK II - F7C-M MkII cockpit closeup with crew in Star Citizen
F7C-M Super Hornet MK II - F7C-M MkII front in Star Citizen

Development note: The F7C-M Super Hornet MK II is flight ready and entered the live game in Alpha 4.0.1. Because Star Citizen remains in active development, specifications, features, and imagery may change over time.

Two people, one fighter

The Super Hornet Mk II combines the familiar Hornet layout with another operator and more guns, giving the crew more attention to divide between flying, systems, and weapons.

Second operator

The rear seat adds another set of eyes and hands for combat coordination, systems management, and turret control.

Greater firepower

The signature ball turret adds more guns and helps the crew keep firing as a target moves around the ship.

Changeable weapon mounts

The Hornet's modular weapon mounts let owners choose equipment for the expected target and their preferred way of fighting.

Missile flexibility

A varied missile load complements the guns, giving the crew options before and during close-range combat.

One- or two-person operation

One pilot can fly the fighter alone, while a trained second crew member can manage additional systems and weapons from the rear seat.

Modern Hornet spaceframe

The Mk II foundation brings the current Hornet silhouette and hardpoint philosophy to the classic two-seat Super Hornet role.

The Super Hornet Mk II weapon package

Two Size 4 wing guns, twin Size 3 guns in both the top and nose turrets, eight Size 2 missiles, and eight Size 1 missiles give the Super Hornet Mk II a complete combat loadout. The second seat lets another operator help manage the turret and the wider fight.

F7C-M Super Hornet MK II - F7C-M MkII above center in Star Citizen

Six guns and sixteen missiles

Wing guns2 x S4
Top turret guns2 x S3
Nose turret guns2 x S3
Lower-bay missiles8 x S2
Upper-turret missiles8 x S1
Crew seats2

Split the work before the fight begins

Before launch, the pilot and second operator choose weapons and agree on their roles. During the fight, one flies while the other watches systems, nearby threats, and the turret.

F7C-M Super Hornet MK II - F7C-M MkII flying over mountains in Star Citizen
  1. Choose weapons for the target

    Modular weapon mounts let the crew prepare for the ships they expect to face instead of relying on one fixed setup.

  2. Share the work before the fight

    The rear operator can watch systems and nearby threats while the pilot concentrates on flying into a useful position.

  3. Use the nose, wing, and turret guns

    Weapons across the fighter let the crew keep firing even when the target moves away from the nose.

  4. Prepare for the next launch

    After landing, the crew checks damage, ammunition, and maintenance needs before flying again.

A second operator changes the fight

The Super Hornet Mk II combines the modern Hornet frame with a rear seat, ball turret, and modular hardpoints so the pilot and second operator can divide the work.

F7C-M Super Hornet MK II - F7C-M MkII Tech specs and views in Star Citizen
Two-seat cockpit Divide flight and weapons duties

A second operator can support awareness, systems, and turret control while the pilot keeps the aircraft in the fight.

Weapon layout Guns across the whole fighter

Weapons on the nose, wings, and turret combine to give the Super Hornet its familiar heavy gun package.

Close combat Two people share the fight

The pilot can focus on flying while the second operator watches systems and controls the turret during a close fight.

Mk II family A two-seat fighter with flexible weapons

Shared Hornet weapon mounts let pilots change equipment while keeping the reinforced two-seat Super Hornet layout.

Who the F7C-M Super Hornet MK II is for

Pilot and weapons officer divide flying, sensors, target calls, and the turret, giving the Super Hornet Mk II a coordinated two-seat combat rhythm.

Two seats are valuable only when both have a job

Two people can pay attention to more than one pilot alone. The Super Hornet works best when the crew divides responsibilities before launch and communicates clearly during the fight.

Best fit Paired fighter crews

It suits pilots who want a regular second operator rather than treating the rear seat as occasional extra capacity.

Crew roles Fly and manage the weapons

The pilot positions the fighter while the second operator watches systems, controls the turret, and tracks nearby threats.

Plan around Built mainly for combat

The second seat and extra weapons make the ship a stronger fighter, but they do not add cargo space or much value outside combat.

See the F7C-M Super Hornet MK II in action

See the F7C-M Super Hornet MK II's exterior design, movement, and intended mission profile in official footage.

Find your F7C-M Super Hornet MK II

Explore in-stock F7C-M Super Hornet MK II ships, upgrades, and game packages available from The Impound.

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